Changed isSkined to IsSkinned and removed duplicated code in PickingPass
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@@ -320,7 +320,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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{
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if (explosionEffectJob->Model->isSkined()) {
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if (explosionEffectJob->Model->IsSkinned()) {
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m_ExplosionEffectSkinnedProgram->Bind();
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GLERROR("Bind ExplosionEffectSkinned program");
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//bind uniforms
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@@ -346,7 +346,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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}
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case RawModel::MaterialType::SplatMapping:
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{
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if (explosionEffectJob->Model->isSkined()) {
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if (explosionEffectJob->Model->IsSkinned()) {
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m_ExplosionEffectSplatMapSkinnedProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMapSkinned program");
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//bind uniforms
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@@ -392,7 +392,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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{
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if (modelJob->Model->isSkined()) {
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if (modelJob->Model->IsSkinned()) {
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m_ForwardPlusSkinnedProgram->Bind();
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GLERROR("Bind ForwardPlusSkinnedProgram");
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//bind uniforms
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@@ -419,7 +419,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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}
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case RawModel::MaterialType::SplatMapping:
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{
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if (modelJob->Model->isSkined()) {
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if (modelJob->Model->IsSkinned()) {
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m_ForwardPlusSplatMapSkinnedProgram->Bind();
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GLERROR("Bind SplatMap program");
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//bind uniforms
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@@ -468,7 +468,7 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_ShieldToStencilSkinnedProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
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@@ -602,7 +602,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_FillDepthBufferSkinnedProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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